starting to think the devs themselves dont have the capability to do it.. just gotta accept it as it is. or maybe hire Giles maybe he can fix it! just like hes fixed everything else wrong with the bot.
New build up! Changelog .267 More logging added for the looting. Rewrote most of the combat targeting. New ActorManager in place CurrentWorldId, CurrentLevelAreaId added for condition shortcuts. example: <If condition="CurrentWorldId == 71150"> instead of <If condition="ZetaDia.CurrentWorldId == 71150"> CombatTargeting, should no longer attempt to target anything untargetable like flying monsters or underground. Re-added the fix for the "Z-axis" problem altho now it won't make the "generate path" method return failure but instead use the original point incase it can't find cells near the z axis of the destination. Should interact with the town portal on the first try when going back after town runs and not pause 5 seconds anymore. Added timeout's for the bot when it's leaving/creating games so it doesn't get stuck paused inifinitly if something goes wrong. The ActorManager now assigns ACD's to RActors when the objects is constructed rather than looking up and caching them when CommonData first is acessed. This should increase the speed of the bot significantly. ( no more lag in combat! DOUBLE YAY! ) Now scores summoners heavier than regular units to make sure they get shot down first instead of their spawns. caOut_Breakable_Wagon_b added to the long range destructibles list. Special thanks to all the testers!
What is wrong with people why is this shit happens and i can bet people in nuclear plants working with same style
This last maj is horrible, the bot gets stuck everywhere, it doesn't run at all and act like a pure bot, i made a big mistake by upgrading this...
my bot when in fight it stops for 5 secs and last good version of bot was 227 but new versions are so buggy
.267 , start up time is horrendous. Walks one step, pauses, walks another step pauses. When it does eventually get going it walks, it stops, it thinks, stops a little more, thinks a little more, kills something. back to .259 G
thanks for the .267 update! looking into the changelog, it seems a big improve. but i find it stuck about 5 second when bot start, or face many enemies. Trinity handle many exception which i don't understand. hope the log will help. View attachment 6676 2012-10-06 16.00.txt
This is terrible. This update has made everything worse and yea.....even worse than the last update which also made things worse. Act 3 champ runs get stucks everywhere and gold find runs is the same on all my bots.
Troll, this version sucks ass, as per all the other comments in this thread seem to point too, yours is the only favourable one .259 is running fine and stable for me. G
"no more lag in combat! DOUBLE YAY!" I wish, my bots are now like permafrozen during combat. Deaths per hour went up to 20+ from 2. Edit: Well, at least it's running...
Yet another untested release which does not work, hate to say this, but please get someone who knows what he's doing on board. Also one of the biggest issue with random dungeon explorer is the excessive backtracking on exploring already explored areas. I don't see this issue being addressed in the past few versions. This is like some simple business logic which somehow needs to be stated as it is not understood. 1) Always address the biggest issues first before you move on the the smaller ones 2) Test your products before you release them